Okay, here is how it works:
FAVOR
Certain actions raise or decrease favor. All characters start with 0 favor. Favor increases with incredibly good or lawful actions (Turning in a criminal at great risk to yourself, etc.), and favor decreases with incredibly evil or chaotic actions (Tricking an entire town into lynching someone they are sure is murdering people, then murdering one last person so they know they killed an innocent man). A creature with a positive favor rating can add it as a bonus to a single roll a number of times per day equal to his charisma modifier. A creature with a negative favor rating can do the same thing, except instead he subtracts it from his someone else's roll. Using favor is a swift action that does not provoke an attack of opportunity, and it can be done after the result is revealed.
TENDENCIES
Tendencies determine how a character is affected by alignment based effects. Tendencies change with favor. You have 4 different tendencies: Good, Evil, Law, and Chaos. These go up with actions of that alignment serious enough to effect your favor. For example, let's say a first level character (0 favor, no tendencies, or neutral) commits an extremely chaotic act. He loses one favor, and now has a favor score of -1. Because it was extreme enough to merit the loss of favor, he gains one point on his "chaotic" Tendency and now reacts to alignment effects as if he were chaotic neutral. Now let's say he commits an extremely good act. He gains one favor, and now his favor is 0 again. He has 1 chaotic tendency, and 1 good tendency. This means that he is now chaotic good. Now let's say he commits an extremely lawful act. This means his tendencies are:
Chaos: 1
Good: 1
Law: 1
Evil: 0
This means that neither law nor chaos is currently inherent in him, meaning that he is now neutral good.
I think it looks good. It ENCOURAGES playing your alignment, or atleast an aspect of it, and I think the alignment system makes more sense than arbitrary "Alignment Changes"
FAVOR
Certain actions raise or decrease favor. All characters start with 0 favor. Favor increases with incredibly good or lawful actions (Turning in a criminal at great risk to yourself, etc.), and favor decreases with incredibly evil or chaotic actions (Tricking an entire town into lynching someone they are sure is murdering people, then murdering one last person so they know they killed an innocent man). A creature with a positive favor rating can add it as a bonus to a single roll a number of times per day equal to his charisma modifier. A creature with a negative favor rating can do the same thing, except instead he subtracts it from his someone else's roll. Using favor is a swift action that does not provoke an attack of opportunity, and it can be done after the result is revealed.
TENDENCIES
Tendencies determine how a character is affected by alignment based effects. Tendencies change with favor. You have 4 different tendencies: Good, Evil, Law, and Chaos. These go up with actions of that alignment serious enough to effect your favor. For example, let's say a first level character (0 favor, no tendencies, or neutral) commits an extremely chaotic act. He loses one favor, and now has a favor score of -1. Because it was extreme enough to merit the loss of favor, he gains one point on his "chaotic" Tendency and now reacts to alignment effects as if he were chaotic neutral. Now let's say he commits an extremely good act. He gains one favor, and now his favor is 0 again. He has 1 chaotic tendency, and 1 good tendency. This means that he is now chaotic good. Now let's say he commits an extremely lawful act. This means his tendencies are:
Chaos: 1
Good: 1
Law: 1
Evil: 0
This means that neither law nor chaos is currently inherent in him, meaning that he is now neutral good.
I think it looks good. It ENCOURAGES playing your alignment, or atleast an aspect of it, and I think the alignment system makes more sense than arbitrary "Alignment Changes"